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WebGPU Scale

This article is the 3nd in a series of articles that will hopefully teach you about 3D math. Each one builds on the previous lesson so you may find them easiest to understand by reading them in order.

  1. Translation
  2. Rotation
  3. Scaling ⬅ you are here
  4. Matrix Math
  5. Orthographic Projection
  6. Perspective Projection
  7. Cameras
  8. Matrix Stacks
  9. Scene Graphs

Scaling is just as easy as translation.

We multiply the vertex positions by our desired scale. Here are the changes to the shader from our previous example.

struct Uniforms {
  color: vec4f,
  resolution: vec2f,
  translation: vec2f,
  rotation: vec2f,
  scale: vec2f,
};

struct Vertex {
  @location(0) position: vec2f,
};

struct VSOutput {
  @builtin(position) position: vec4f,
};

@group(0) @binding(0) var<uniform> uni: Uniforms;

@vertex fn vs(vert: Vertex) -> VSOutput {
  var vsOut: VSOutput;

+  // Scale the position
+  let scaledPosition = vert.position * uni.scale;

  // Rotate the position
  let rotatedPosition = vec2f(
-    vert.position.x * uni.rotation.y - vert.position.y * uni.rotation.x,
-    vert.position.x * uni.rotation.x + vert.position.y * uni.rotation.y
+    scaledPosition.x * uni.rotation.y - scaledPosition.y * uni.rotation.x,
+    scaledPosition.x * uni.rotation.x + scaledPosition.y * uni.rotation.y
  );

  // Add in the translation
  let position = rotatedPosition + uni.translation;

  // convert the position from pixels to a 0.0 to 1.0 value
  let zeroToOne = position / uni.resolution;

  // convert from 0 <-> 1 to 0 <-> 2
  let zeroToTwo = zeroToOne * 2.0;

  // covert from 0 <-> 2 to -1 <-> +1 (clip space)
  let flippedClipSpace = zeroToTwo - 1.0;

  // flip Y
  let clipSpace = flippedClipSpace * vec2f(1, -1);

  vsOut.position = vec4f(clipSpace, 0.0, 1.0);
  return vsOut;
}

And, like before, we need to update our uniform buffer to have room for the scale value.

-  // color, resolution, translation, rotation, padding
-  const uniformBufferSize = (4 + 2 + 2 + 2) * 4 + 8;
+  // color, resolution, translation, rotation, scale
+  const uniformBufferSize = (4 + 2 + 2 + 2 + 2) * 4;
  const uniformBuffer = device.createBuffer({
    label: 'uniforms',
    size: uniformBufferSize,
    usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
  });

  const uniformValues = new Float32Array(uniformBufferSize / 4);

  // offsets to the various uniform values in float32 indices
  const kColorOffset = 0;
  const kResolutionOffset = 4;
  const kTranslationOffset = 6;
  const kRotationOffset = 8;
+  const kScaleOffset = 10;

  const colorValue = uniformValues.subarray(kColorOffset, kColorOffset + 4);
  const resolutionValue = uniformValues.subarray(kResolutionOffset, kResolutionOffset + 2);
  const translationValue = uniformValues.subarray(kTranslationOffset, kTranslationOffset + 2);
  const rotationValue = uniformValues.subarray(kRotationOffset, kRotationOffset + 2);
+  const scaleValue = uniformValues.subarray(kScaleOffset, kScaleOffset + 2);

and at render time we need to update the scale

  const settings = {
    translation: [150, 100],
    rotation: degToRad(30),
+    scale: [1, 1],
  };

  const radToDegOptions = { min: -360, max: 360, step: 1, converters: GUI.converters.radToDeg };

  const gui = new GUI();
  gui.onChange(render);
  gui.add(settings.translation, '0', 0, 1000).name('translation.x');
  gui.add(settings.translation, '1', 0, 1000).name('translation.y');
  gui.add(settings, 'rotation', radToDegOptions);
+  gui.add(settings.scale, '0', -5, 5).name('scale.x');
+  gui.add(settings.scale, '1', -5, 5).name('scale.y');

  function render() {
    ...

    // Set the uniform values in our JavaScript side Float32Array
    resolutionValue.set([canvas.width, canvas.height]);
    translationValue.set(settings.translation);
    rotationValue.set([
        Math.cos(settings.rotation),
        Math.sin(settings.rotation),
    ]);
+    scaleValue.set(settings.scale);

    // upload the uniform values to the uniform buffer
    device.queue.writeBuffer(uniformBuffer, 0, uniformValues);

And now we have scale. Drag the sliders.

One thing to notice is that scaling by a negative value flips our geometry.

Another thing to notice is it scales from 0, 0 which for our F is the top left corner. That makes sense since we’re multiplying the positions by the scale they will move away from 0, 0. You can probably imagine ways to fix that. For example you could add another translation before you scale, a pre scale translation. Another solution would be to change the actual F position data. We’ll go over another way soon.

I hope these last 3 posts were helpful in understanding translation, rotation and scale. Next we’ll go over the magic that is matrices that combines all 3 of these into a much simpler and often more useful form.

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